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this just in! – demonic – image comics
aether revolt pre-release primer
this just in! – grizzlyshark – image comics (nsfw)
and we’re off!!!
this just in! – spiderman : renew your vows – marvel comics
in the heart of vehicles
mardu vehicles and the revolt begins!
this just in! – batman and teenage mutant ninja turtles – dc and idw
this just in! – the unworthy thor – marvel comics
a roll of the dice – shadowrun
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home mtg store news articles events about us categories articles (209) board games (49) charlottetown (15) collections (11) comic books (164) events (49) lcg (1) magic: the gathering (103) moncton (182) new releases (56) news (19) review (181) sales (4) signings (1) uncategorized (11) want list (1) archives january 2017 december 2016 november 2016 october 2016 september 2016 august 2016 july 2016 may 2016 april 2016 march 2016 february 2016 january 2016 december 2015 november 2015 october 2015 september 2015 august 2015 july 2015 june 2015 may 2015 april 2015 march 2015 february 2015 january 2015 december 2014 november 2014 october 2014 september 2014 august 2014 july 2014 june 2014 may 2014 april 2014 march 2014 february 2014 january 2014 december 2013 november 2013 older this just in! – demonic – image comics posted on january 19th, 2017 board games comic books moncton review demonic is the latest child born of image comics. brought to life by the dynamic writing of christopher sebela, and garnering the amazing art stylings of niko walter, i have to say this felt like the work of a company “possessed” by the dark musings of a mad man. i was exited when i picked this comic up, as i am a huge fan of horror themed comic books, and the cover alone intrigued me (see above). story scott is a detective who really just wants to keep his family together. not the perfect father, husband, or employee, he is a man full of faults. he tries his best to survive those faults, and overcome an awful lot of adversity. in doing so, he is put into a lot of precarious positions, until his partner and himself respond to an average call with a paranormal twist. this will set up the rest of scott’s life, and the potential for him to become someone else. something else… mix that with a sick child, an affair with his partner in the police department, and a threat of losing everything in this world he loves, it almost seems to guarantee a bad ending for poor scott. that is, until a friend from his past shows up to completely mess with scott’s while life. art the artwork in this one is a decent style for the comic. it has a nice feel of horror and grit to it, without needing to be completely outside of the box in character creation. a good dynamic of page layout and decent line work makes the visuals pop a little. my only major issue is the entire comic (at least 85% of it) is too light for the needed ambiance. the artwork, while mostly doing the job, is also very run of the mill in the style form. writing the story comes off original, which is hard to do in modern day times as almost everything has been done around a hundred times. while following a set plot of a man facing his inner demons, it goes past that and evolves into an extremely readable and enjoyable comic. the writer is good at trapping raw emotion on the page, and making us feel for all of the characters. summary this story has a lot of factors to it. it is a horror, drama, thriller. depending on where you are jumping in or coming away from it, you will know the generalization of the story, and the good versus evil that man truly faces. this is a comic that will be amazing for fans of the supernatural, or mind bending twists, as this one seems like it will be full of them. this is a comic that i really enjoyed the entire plot to so far. i am excited to see how things progress with scott’s eventual decent into madness. i guess only time, and good writing, will be able to tell. --> aether revolt pre-release primer posted on january 10th, 2017 articles events magic: the gathering moncton new releases this limited format coming up, looks pretty good we have the same cards we have been seeing from kaladesh but to a smaller degree, and a majority of our cards are going to be from aether revolt.  between the 2 sets and across all levels of rarity we have over 50 different removal spells we could potentially open, some are significantly better then others but in limited sometimes you just have to play the bad removal.  i’ve included all the counter spells in the list of removal as it can be used as such, and thanks to aether revolt we have a number of playable counters.  this also doesn’t account for all the artifact destruction which could be just as good as a normal removal spell depending on the situation. the plethora of uncommon vehicles that are fairly easy to crew seem good as they can be used in virtually every color assuming we have creatures to crew them with.  improvise could be a good mechanic for limited if we can get enough cheap artifacts that actually do something to power out the improvise spells such as barricade breaker which with the right cards could see this guy on the battlefield turn 4, a bit of a pipe dream for consistency but it is possible.  outside of the uncommon vehicles there aren’t many uncommon bombs in aether revolt, there are a couple that could end up being very powerful but are limited and very dependent upon what else you open. as for rares there aren’t too many unplayable cards but then some of them are very situational to what else you have for your card pool. here is what each color has to offer for removal from aether revolt: white     at common, we only have caught in the brights which is a decent enough removal card that deals with any creature but slightly limited as it can’t deal with vehicles.  however we do have decommission which is probably worth running as a one of in your main deck with all the good artifacts in kaladesh and aether revolt.    at uncommon we have a few more options the best being thopter arrest which is very similar to caught in the brights but can deal with any artifact as well as any creature making this card significantly better.  we also have deadeye harpooner at uncommon which as an uncommon feels not so great but it can manage to get revolt to trigger we can kill a tapped creature while giving us a 2/2 body.  last on whites uncommon removal list is deft dismissal which again doesn’t feel great as the card is slightly expensive for what it does especially at uncommon but if your in white and this is in your pool chances are your playing it.    at rare or above we only have consulate crackdown which is very powerful if our opponent is playing a heavy artifact deck which is a good possibility in this limited format, but there are still going to be times where this just doesn’t cut it.  i think if consulate crackdown cost one mana less i would like it more as i’m sure there are going to be times when you only deal with one artifact and five converted mana cost seems high in that situation. blue        most of the removal for blue is at common, and are potentially some of the better removal especially when taking metallic rebuke into account, this mana leak like card i feel will probably see constructed play let alone limited as with a cheap artifact on turn one turns this into mana leak.  leave in the dust is the next inline blue removal while perhaps slightly expensive at four converted mana cost it does return any permanent as well as draws a card so for limited removal this card is pretty good.  ice over is another good limited removal that can deal with any artifact or creature for 2 mana even if they do get one use out of the creature or artifact.  the last common removal spell we have is efficiently costed but only buys us time in the form of take into custody, so if your running a slightly more aggressive deck take into custody will be fairly good otherwise it will be an ok removal that buys us time into a more permanent solution.    the only other blue removal cards are at rare, while both are good the chances of having them are significantly less then the common removal.  we get a very powerful effect from baral’s expertise, bouncing 3 artifacts or creatures and getting to cast a card with converted mana cost 4 or less is indeed pretty good for limited, outside of that i’m not sure but if your in blue at the pre-release events then this is definitely playable.  then we have disallow which deals with virtually anything, and another counter that i suspect will see plenty of constructed play. black    blacks removal for limited seems decent enough, perhaps slightly over costed but they get the job done especially at common with the likes of daring demolition and cruel finality.  daring demolition takes care of any creature or vehicle at sorcery speed for 4 mana, in limited i’ll play these all day.  cruel finality seems like it does a fine job of removing smaller creatures for 3 mana while also scrying for one.    at uncommon we have one of the best removal we could ask for in fatal push a one mana kill spell with a pretty manageable condition, this card will more then likely see some standard play let alone limited.  perilous predicament  while costing 5 mana can kill 2 creatures at instant speed as long as our opponent has an artifact creature and a non artifact creature that is.  if we can get 2 creatures with perilous predicament then the card it going to have a powerful effect on the game, if we can only get one creature for the 5 mana it wont feel as good for sure but is still probably ok to be playing a couple of these. vengeful rebel seems decent if you can trigger revolt consistently as getting a 3/2 body for 3 mana isn’t bad especially if you can kill an opposing creature at the same time.    at rare or better we have a couple really good removal cards for black in the forms of battle at the bridge, yahenni’s expertise and what i think could be one of the best potential bombs in the set, herald of anguish.  battle at the bridge will be a complete blow out at times for your opponent as the ability to kill a creature while gaining life is going to be a big deal, i only wish this was an instant especially at rare as it can’t deal with vehicles.  yahenni’s expertise is going to be great in a midrange/controllish deck, where you have enough 2-3 drops that we can make use of the second part of the card which is casting a spell for free.  herald of anguish i think is amazing for limited and if you happen to be lucky enough to open one along with enough artifacts to cast him early and have things to throw at our opponents creatures i think you will be able to do fairly well. red     red has one of the best and most efficient removal spells in the set which is shock, which deals with a lot of small creatures while also giving us some reach to close out games by burning our opponent.  at common we also have chandra’s revolution which deals 4 damage to a creature for four mana which is pretty good, but has the added bonus of giving us tempo by tapping down one of our opponents lands for a full turn which in certain situations could be the difference between victory or defeat. hungry flames is another great removal while killing a creature and doming the opponent all for three mana at instant speed, hard to ask for more in limited.    at rare and for good reason quicksmith rebel in limited is going to be nuts, being able to deal 2 damage a turn every turn is just amazing for the limited format.  we also have release the gremlins which could be good enough since it can take out multiple artifacts while also making us 2/2 gremlins. at second read of release the gremlins i think the card is very good for limited as even if you don’t have a bunch of artifacts to blow up it still makes gremlins which for limited making x tokens can be game winning. green      green offers 2 great removal spells for (for green cards anyways), prey upon at common which works well with those deathtouch creatures that are floating around in the set. as well as monstrous onslaught which to me could be an incredible card for green assuming we can build or cast a big enough creature to go alongside it. colorless    the only form of colorless removal we get is pacification array, which is no joke and is fairly versatile for limited as it can tap down an attacking creature or vehicle or be used to tap down a potential blocker to ensure damage gets through.  i will definitely be playing every copy of pacification array i open during the pre-release events unless i have ridiculously good removal and even then i’ll probably still play them.  the only other removal in the form of an artifact is universal solvent, while the card does deal with anything 7 mana to activate is pretty expensive, for me to play it i’d need some good mana ramp or be terribly lacking in removal as it is just such a huge investment.    the vehicles we get inn this set are pretty good and i expect that vehicles are going to remain a good way to finish games in this limited format.  untethered express is the best uncommon vehicle we are getting in aether revolt hands down, a 4/4 trampler that gets a +1/+1 counter when it attacks all for the crew cost of 1 and a mana cost of 4! i’ll take 5! daredevil dragster is another great uncommon vehicle with a mana cost of 3 and a crew of 2 for a 4/4 is pretty good and of course the draw back which sucks but 4/4’s for 3 mana are pretty ridiculous.    at common we have two more vehicles that are powerful considering, we get irontread crusher a 6/6 for 4 mana with a  crew of 3 pretty intense if you ask me.  and of course we get mobile garrison a 3/4 for 3 mana with a crew for 2 with the added bonus of untapping another creature or artifact we have, giving another creature virtual vigilance or getting a second activation out of an artifact. with the right cards mobile garrison could prove to be very powerful indeed.    of course we get 2 near broken vehicles at rare and mythic, heart of kiran basically a 2 mana serra angel and aethersphere harvester an aggressive lifelinker?!?  yep i’ll take a play set of each please!!!  most people wont get to play with aethersphere harvester or heart of kiran but for those of you who do just know i’m jealous!!!     improvise feels like a very good mechanic, similar feel to affinity but a lot less broken.  as i mentioned before barricade breaker is pretty crazy if your pool has enough low costed artifacts to get him out early.  now it is important to note that unless you have a bunch of improvise cards playing sub par artifacts just for the sake of one barricade breaker probably isn’t worth it, but if you have a few more of the blue or red creatures such as wind-kin raiders or enraged giant then it starts to become more worthwhile in order to basically turn every artifact you play into a sort of mind stone. another great improvise creature is maverick thopterist initially over costed but with improvise built in the card gets a lot more interesting while also producing 2 artifacts that can lead to more improvisation.    other cards of note that i like a lot would be things like our new atog, ravenous intruder.  ravenous intruder could end up being a very powerful limited card especially since we have a bunch of cheap artifacts and is probably one of the best revolt activators in the set, definitely keep this guy in mind if you have any in your card pool.  tezzeret’s touch is another uncommon bomb that could easily run away with games, just think about this on an ornithopter on turn three suddenly we have a 5/5 flying beat stick.  tezzeret’s touch is also really good with any of the flying low costed vehicles as suddenly you also have a 5/5 flying creature that if it dies goes back to your hand.  efficient construction could also end up being a good card for limited as making a thopter every time you play an artifact seems really strong. overall i think this coming limited format looks like fun and i can’t wait to open packs this coming weekend, i hope to see everyone at the comic hunter this weekend, and remember be ready to improvise! --> this just in! – grizzlyshark – image comics (nsfw) posted on january 7th, 2017 comic books moncton new releases review warning : the images posted below are of a graphic content. some of the language in the comic is not appropriate for children, so please stop reading now if you are not 18, or do not have parental consent! honestly? i have absolutely no idea what attracted me to this one. it may have been the name, thinking that a cross between one of the oceans deadliest creatures and lands most vicious predators would somehow be the greatest thing i had ever witnessed. it may also have been the fact that the cover really revealed nothing about the story. either way i decided to pick up the image comic release grizzlyshark. written, drawn, and lettered by the same individual, ryan ottley which gained a crap tonne of respect from me, as it is hard enough to do one of those, but to do all of them yourself takes years upon years of practice. the comic itself is all over the place, sometimes in a good way, and sometimes so confusing i can not figure my ass from my elbow, but honestly it was a good change from the norm in comics. grizzlyshark is a mind explosion of pointless action, cliched plot lines, and an overused ability to create a completely random set of events into play, all while convincing the reader that he needs to keep going. it felt like a story deadpool would have written, and for that i kept on going. our story revolves around a few people basically trying to survive in the woods. they are being hunted by, in my opinion, a foe worse than the predator himself, grizzlyshark. this creature is exactly what it sounds like. it is a damn shark that hunts prey in the woods. nothing about this thing is a grizzly, it is an actual, full size great white. it is hunting anything that bleeds, from a bloody nose, to a woman on her period. i am seriously trying to explain this without it coming off as a joke, but this comic is meant to have its own sense of humor. one that a lot of people will find cheesy, but that is kind of my style, so it works quite well. although classified as a survival horror, this comic is more of a comedy survival one. there is a plot, just not greatly evident, but the art work makes up for it. a lot of cartoony style gore, mixed with little character development (as most don’t make it more than a few panels) leaves the writing really lacking for me. while i enjoy the tidbits of humor, and the zany style in the art, i feel it missed the mark in the comedy side. i don’t feel it does enough to come off original, and in this industry that is almost vital to the creation side of things. give it a try, maybe you’ll love it. this is one of the first times i won’t be continuing the series though, as i am just too unsure of what to expect. --> and we’re off!!! posted on january 6th, 2017 magic: the gathering moncton new releases with all the new spoilers coming out rapidly this week, my brew cap is starting to over heat, but there looks to be a huge amount of interesting cards that might find them selves put into existing decks or ones yet to be created which we can only hope as diversifying the standard metagame would be nice.  the deck that looks like it has gotten the most so far is probably the vehicles lists, but there are some very interesting cards that might make control hopefully good enough but time will tell. i will definitely be trying to pilot a vehicles list out of the gate to see if i can come out ahead especially with spire of induustry, which in this kind of deck is basically city of brass which gives us up to 8 lands that can produce any color of mana if we include aether hub.  this also allows us to cut cultivators carivan for heart of kiran and not feel like we are hurting our mana base for the splash colors of blue and black.    with all of that said, there are a lot of cards that look like they have potential now, and the more cards that get spoiled the more tezzeret, the schemer looks interesting. some of the more interesting cards i want to brew with are cards like, mechanized production in conjunction with a bunch of clue producers could easily become a one turn win condition or team it up with things like  sram’s expertise and try and make 8 servo tokens to win the game.  speaking of sram’s expertise i feel like this card could be a contender for constructed play, and actually so far the entire cycle of expertise’s seem really good.  i also think mechanized production could be broken with some of the gearhulks, noxious gearhulk and vurderous gearhulk to be more exact alongside some counter magic for protection and i doubt we will need 8 copies of either gearhulk to win the game. inspiring statuary is another card that could be really good giving all our non-artifact spells improvise, making those clue tokens even better.    we also get a great early and mid game removal in the form of fatal push, which can deal with a majority of the creatures in the format, not the most problematic ones(ishkanah, emrakul) but everything in vehicles other than gideon including all the vehicles, i feel fatal push will see play in constructed. at last we get shock back a card that originally was supposed to be the unbroken version of lightning bolt, and a card that i am sure will see play in standard as it deals with all the small creatures efficiently as well as the added bonus of being able to dome the opponent for the last few points of damage.  i can see the aggressive strategies running a full play set of shocks, as for control or midrange decks we probably already have the removal we want and fatal push will probably simply be better in those instances anyways over shock.         the new legendary creatures for this set all seem playable in a vacuum and definitely warrant play testing.  baral, chief of compliance seems incredibly powerful, reducing the cost of all of our instant and sorcery spells while potentially giving us the ability to loot a card when we counter a spell definitely feels pretty good to me.  yahenni, undying partisan feels very strong in an aggressive strategy running a bunch of removal, if black red aggro re-enters the fray i imagine yahenni will find himself in that list pretty fast.  rishkar,peema renegade feels almost broken, kind of has that elvish archdruid kind of feel to him except that if you already have 2 creatures this guy effectively costs you one mana the turn he comes out leaving you with 2 additional usable green mana sources. rishkar in a tokens deck running nissa, voice of zendikar and other cheap creatures into oath of ajani could make incredible amounts of mana pretty fast.  to make rishkar good i think that it needs to be able to ramp out fast and into something powerful enough to combat against the already hard to deal with format, again gearhulks come to mind, but if we are on the token strategy ishkanah could be the go to creature if we can manage delirium.  sram, senior edificer also has potential to draw a bunch of cards and in the vehicles lists what more do you want but a way to draw cards to keep the pressure on our opponent.  however its hard to say if sram can take up a spot in the deck or not, potential sideboard for maybe the control match up.  kari zev, skyship raider is another one i’m not so sure on, the fact she is attacking for 3 damage on turn 3 is interesting, but so does smuggler’s copter so i’m not sure if there is a place for this legendary creature.    now for those of you who haven’t yet seen this next card you might want to sit down because if hangerback walker and triskelion had a love child this would be it: i am very excited to try and build a deck with walking ballista especially in a deck making huge amounts of mana like the one i was talking about when using rishkar, create a huge guy that can ping any creature or our opponent just for removing a +1/+1 counter… and for 4 mana it can put another +1/+1 counter on itself i will definitely be trying to brew something in modern and or standard for this guy, grand architect pili-pala auto win? these are just a few of the cards that i am liking from this set, there looks like there could be lots of innovation from cards coming out in aether revolt and here is hoping it can produce some new decks that compete with the old ones for this coming standard environment.  i know i will be brewing for a while with what is already spoiled so stay tunes for those lists as i come up with them. also stay tuned for my thoughts for the pre-release and the limited format including aether revolt. --> this just in! – spiderman : renew your vows – marvel comics posted on december 22nd, 2016 comic books moncton review it’s not everyday you find out that the superheroes you’ve always loved are just average people with above average powers. they live, they love, they get married, and they eventually have kids. this is one of those scenarios where writer gerry conway and artist ryan stegman come together to tell us a new tale about the spiderman we all know. a story about the completion of a family, and how one man manages to maintain a family, a job, and still has time to be the web crawling hero the world seems to always need. it isn’t an easy task, but i know it is one that peter parker is more than equipped to handle. the comic starts with action right off the get go. we get spiderman and scorpion in a heated battle in which scorpion seems to have the upper hand. this is only because peter is trying to remember what it was his loving wife needed at the corner store. the standard husband, not writing anything down, gets distracted trying to remember, when mj calls in a code green. peter quickly mops up his foe, glides back to the love of his life, and we find out code green is nothing more than a code for “hey, our daughter is sleeping, want to bang.” we get an amazing introduction to their daughter annie, who seems to have more of the peter parker bloodline than the mj one. i only say that, because she has all of the agility and intelligence of her father before her, but the grace of her mom. together, they work to control the feelings inside of her, and try to hide her hidden abilities from the world to shelter their daughter as best they can. we get a lot of story behind the family dynamic, the fact that mj can now fight just as well as spiderman thanks to an enhanced suit he created her, but mostly the introduction to our first villain in this series (serious villain, not a two panel and done villain) moleman! it’s been too long since we’ve seen him! the writing is completely well done for this series. i love the development, while giving the characters real emotions to each of them for each of them. it adds an amazing family dynamic that captures how a family would react to these exact situations happening. it also adds a level of respect and passion to the characters. the art work is exactly what you;d expect only more vibrant. it captures the real heart of the spiderman franchise without destroying it from within. each page adds to the dynamic nature of the story, and honestly you can tell this team create well together. i can not wait to see what they come up with for the series to figure out how to tie everything in together, without taking away from the actual story behind the story, how to keep them all together secretly. absolutely worth a look, and a pick up from your local comic hunter! --> in the heart of vehicles posted on december 6th, 2016 articles magic: the gathering moncton new releases after writing yesterdays article, i found this amazing new sky ship that i definitely want to be riding to victory! and i was immediately back down a nostalgic path to one of my favorite creatures from days long ago: this is most definitely going to see play in the vehicles decks, as for shear power this is almost as good as smuggler’s copter.  the reasons i think copter is still better are simply due to the fact that copter can cycle cards and is much easier to activate.  however heart of kiran is still fairly easy to activate in the mardu vehicles lists going around as almost every creature in the deck has 3 power.  then you have the synergy between gideon ally of zendikar and heart of kiran, with the vehicle already on the field most likely dropping gideon, using his +1 ability and using him to crew the heart and still be able to remove a loyalty for a blocker.  then the following turn being able to activate gideon again, then remove the loyalty counter to attack for a minimum of 9 damage!      heart of kiran might even be playable in a more control style of deck, assuming you are playing enough planeswalkers at low enough cost to make it worth while.  my thoughts on the heart of kiran in the control shells would be to serve similarly to man lands.  walkers that come to mind would be liliana, the last hope, saheeli rai, and nissa, voice of zendikar, all of which play on curve with the heart of kiran.  saheeli and nissa i think work with the heart of kiran beter than liliana, but it depends on what the rest of the deck might look like before deciding which walkers are better to run.  and of course there is a plethora of 4 cmc planeswalkers running around that would more then likely see play in a deck like this.    i also read about matt severa’s gp denver win with mardu vehicles and realized i wasn’t including any copies of thalia, heretic cathar and also realized just how good they could be against ishkanah, the grafwidow.  if sequenced right thalia could lead to a total blow out against a delirium player, thalia also feels good against uw flash preventing surprise blocks from there flash creatures.  so moving forward i will probably try and replace pia nalaar with thalia’s as i think against the larger meta game thalia is probably better, in which i will prob move pia to the sideboard over transgress the mind but they might just be redundant all together. the only issues i see running heart of kiran over cultivator’s caravan in mardu vehicles is the loss of the black sources ( or blue for those running counters in the sideboard)  making recurring scrapheap scrounger a lot more difficult.  now the shear power and evasiveness of the heart of kiran might just simply make cultivator’s caravan seem silly, but play testing will tell, perhaps simply a new mana base or a split between caravans and hearts will be the right answer.  depending on what else is spoiled for aether revolt i can definitely see myself simply swapping caravan’s out for the heart and just see how it does.  the biggest trade off is the fact that the heart of kiran is a lot easier to kill than caravan, but has flying and vigilance and can be attacking as early as turn three instead of turn four. i hope that you are all as excited to attack with turn three serra angels because i know i am, and something tells me vehicles are here for the long haul through the rest of this standard season. --> mardu vehicles and the revolt begins! posted on december 6th, 2016 articles magic: the gathering moncton new releases hello all, sorry that it has been a while since i last posted, but life is sometimes like that.  recently i have been working with a mardu vehicles list and have not done too bad with it overall and am hoping it can compete against the other big hitters of the current standard meta game.  also we have our first aether revolt spoilers and the jury is still out on them but they look at least interesting. to start today’s article off here is my current vehicles list:    mardu vehicles main: 38 4 thraben inspector 4 toolcraft exemplar 4 inventors apprentice 2 pia nalaar 4 veteran motorist 4 scrapheap scrounger 3 gideon, ally of zendikar 3 harnessed lightning 3 unlicensed disintegration 4 smuggler’s copter 3 cultivator’s caravan lands: 22 4 aether hub 4 concealed courtyard 4 inspiring vantage 1 needle spires 3 plains 6 mountain sideboard:15 2 archangel avacyn 2 declaration in stone 2 fragmentize 1 gideon, ally of zendikar 1 stasis snare 2 kalitas, traitor of ghet 2 ruinous path 2 transgress the mind 1 kambal, consul of allocation    my list is slightly different then ones found online, but is pretty close overall.  i have tried to streamline the deck into the most consistent deck i could, while giving the deck some recursion and mid game power, while also having a slightly higher removal spell count then most lists i have been seeing.  toolcraft exemplar is always the best turn one play especially followed by an artifact on turn 2 which for this deck is fairly usual.  smuggler’s copter is obviously one of the more powerful cards in this deck giving the deck the ability to have an evasive creature that cycles cards in your hand giving an aggressive strategy the ability to dig through its deck.  veteran motorist is one of those cards that had me in awe since i saw it, i mean a 3/1 for 2 cmc that scry’s 2 when it enters the battlefield and can pump my evasive vehicles?!  probably the biggest reason to play white next to gideon, ally of zendikar.  gideon ends up being a fairly aggressive creature as a virtual 5/5 for 4 mana that can make creatures to go wide if need be or pump a well stabilized board to finish the game quickly, can’t really ask for more from a card in a deck like this.  the few black spells definitely give this deck an edge in control match ups and deal with difficult to kill creatures.  scrapheap scrounger has felt amazing in this deck being able to come back and crew a vehicle even if my opponent was able to kill off all my other creatures, giving the deck the ability to put pressure on constantly more often then not.  unlicensed disintegration is just the perfect removal card for a deck like this that can outright kill just about any creature while also 95% of the time dealing damage to our opponent at the same time, giving the deck a small amount of reach as long as our opponent has a creature.  i have seen some lists not running inventors apprentices’ and definitely feel like they need to be in this deck as they are the other one drop you wanna see if you don’t have a toolcraft exemplar, and there larger toughness can sometimes matter.  pia nalaar has done a lot of work for me as well by allowing me to get more damage though at times where i would have difficulty closing out the games otherwise, while also creating an evasive creature or adding damage and giving us a mana sink if we flood out.   my sideboard doesn’t feel optimal yet and is a work in progress as i find that i never bring in transgress the mind’s in this deck as it seems to slow me down too much, which i find that i win the games where i can keep pressure on constantly while trying not to over commit.  the removal in the sideboard is to simply deal with various other problems that the main deck removal can’t deal with all that well, emrakul’s and bg delirium with there recursion of ishkanah or any other beat stick the deck wants to run being the more dominate creatures that tend to be an issue.  i recently played this exact list at an fnm event and went undefeated against a control dominate meta as i played against 2 grixis control decks a parharmonicon deck, and a weird delirium deck.  i only lost one game against one of the grixis control decks which i had to mull to 5 in the final round in which i turned around and dominated game three.  i am not sure how the match up is against bg delirium as ishkanah i think could be a big issue and emrakul if cast is game breaking, but if i can power through the ishkanah’s and win before my opponent can cast emrakul i think i will do fine. for those of you who haven’t seen the recent spoilers for aether revolt i suspect you will very shortly if your reading this. we have our new ajani, being a 6 drop green white planeswalker that wants to be in a deck full of permanents.  here are ajani’s abilities: +2 loyalty to  reveal the top 3 cards of your library, put all non land permanents revealed this way into your hand and the rest on the bottom of your library in any order. -2 loyalty exile target creature, that creatures controller gains life equal to that creatures power. -9 loyalty to put 5 +1/+1 counters on each creature you control plus put 5 loyalty counters on each other planeswalker you control so not bad, the ability to create card advantage with the plus ability, protects / acts as a removal spell for the -2 ability,and assuming you can maintain a decent board presence has a pretty decent ultimate ability.  i can see a naya walkers list forming in my head already along with a bunch of the oaths which also can be drawn with ajani’s plus ability.  then we have 2 other cards that i think have potential, yahenni’s expertise and trophy mage both feel like they could be standard players in the future standard meta.  yahenni’s expertise is our new wrath effect that gives -3/-3 to all creatures for 2bb but has the upside of being able to cast for free a 3 cmc or less card from your hand, hard to say if this will be enough to include this over radiant flames in our current control shells, unless of course we can cut red entirely.  the other plus to yahenni’s expertise is the fact that it gets around selfless spirit which is nice, so we shall have to see and play test with this card to see if it is good enough moving forward.  trophy mage will see play if we have good enough artifiacts that cost 3, or enough that are good in various matchups where we only want to play one of in our sideboards or main decks.   dynavolt tower and filigree familiar are the cards that jump out at me at first that might want to see play with  our new artifact tutoring beat stick, but we shall have to see what the rest of aether revolt has in store for us.    so i hope you have enjoyed this article and stay tuned for more on upcoming spoilers from aether revolt.  for those of you playing vehicles lists i hope you find some of this helpful, and if i get the chance to play the mardu vehicles against more of the meta i will be sure to let you all know how i make out.  i also have my brewing cap on so expect to see some aether revolt cards being added into my current lists or spawning new ones of there own! --> this just in! – batman and teenage mutant ninja turtles – dc and idw posted on december 4th, 2016 comic books moncton new releases review what do you get when you combine the dark knight and a few heroes in a half shell? you get the bastard love child of writer matthew k. manning and artist jon sommariva also known as the face of two worlds. this comic brings together two of our favorite heroes (or technically five of them i guess) in one unique cross over experience and something i was not even aware i needed until actually seeing it in print. the dark mysterious batman and the mostly fun loving ninja turtles all fight for the same thing, justice. our story starts off with the ninja turtles doing what they do best, and taking down a bank robber with more jokes than actual fighting. mainly the guy passed out after talking to a giant turtle. honestly, i feel that would be the way any person in their right mind would react, but who is to judge. we then make a fairly fast leap to gotham, where the batman is chasing down a villain in a dark and brooding mansion, so another big shocker there, but we find two face, and he does not seem to be well. we are introduced to the fact that he, and a lot of others, escaped arkham, and no one can find them. we find out that the krang portals are involved in the dc villains escaping and actually coming into the ninja turtles world, making the villains that we have all grown to love fight in a brand new way, and meet up with some brand new heroes, all while batman tries to figure out what the hell is going on back on earth one. it jumps back and forth a lot, but i do not feel it loses the reader at any point in doing so, which is a true testament to this style of writing. it is difficult to keep people entertained and informed without it coming off as spoon feeding you the information. the writing in this story is an amazing mixture of the more modern tmnt we have all grown accustomed to in the recent years, with the batman animated series style of batman. his attitude, interactions, and quick detective work give us his true identity, but the authors ability to give him all the same traits in a new and unique way, gives a lot of credit to this story. i was captivated enough to want more, and i know this run is going to be a good one, one you should watch out for. the art style is exactly what you’d expect from this specific cross over. it is cartoony, very modern creation of the characters, and completely over the top in terms of paneling/basic art style. it works amazingly well for this story in this genre. there is nothing that i would change about this series, and i would make this one of my for sure grabs if i were you. you will not regret it! --> this just in! – the unworthy thor – marvel comics posted on november 26th, 2016 articles comic books new releases review the unworthy thor is the continuation story for our favorite asgardian and wielder of mjolnir, the almighty thor. marvel comics enlists writer jason aaron and artist olivier coipel to bring to life a character we’ve known for years in movies, comics, and crossovers, but add a completely new feel to the character. now known as odinson, thor does everything he can to become worthy once again of holding his birthright mjolnir. this is the story of his path to redemption. thor lost his possession of mjolnir as the hammer no longer found him the worthy son of odin, and in doing so has brought odinson essentially to the base instinct in him. he needs to use goat power (yes, that is in fact a thing) to traverse the known universe now, and still continues to fight his way through all manner of enemies. this issue has him do battle with space trolls, meet up with beta ray bill, and try to find out how in the hell asgard just up and went missing. so this issue definitely starts to build up a base for this new series, and one which is more than interesting enough for me to follow. odinson spends a lot of time explaining his emotion towards having his birthright ripped from his hands (almost literally) and telling the reader why this matters so much. he also goes on to question why a single whisper from an enemy can cause so much pain and devastation in his life. what did they say that made thor feel unworthy and become odinson? i assume there are so many secrets we will find out by the end of this series, and so many more questions to come. the writing in this one is exactly what i would hope thor would be and really does an amazing job of bringing us back to the original roots of thor. we get a feel for the character that we all know and most of us love. thor is one of those characters which is best written like the god himself, and i feel is not usually portrayed properly in most recent comics. he was too acclimated to earth and lost most of his savage ways of the asgard people. that is my favorite part of thor, the real thor, is his ability to fight his way out of any situation, using any means necessary. the artwork in this issue is also very well done, combining the knowledge of the character with a more savage design of thor. no more clean cut, complete armor wearing man with coiffed hair. now we get an almost caveman looking individual who will literally bite the face of his opponent. he looks more like a man who was forged in war than a super model on vacation. i feel it works absolutely perfectly for this gritty reboot. i think this will be a must own for any fans of thor, or violent comics in general. it is shaping up to be action packed, and lesser known characters making constant appearances. --> a roll of the dice – shadowrun posted on november 19th, 2016 comic books moncton review welcome back my fellow role players, to another review from the iron laden basement of yours truly, fat adam. this week we are diving into one of our last role-playing game reviews, so i decided to do one that even i wanted to know more information on, shadowrun. a creation of the now dead game company fasa, shadowrun is best defined as a science fantasy role-playing game, which uses a lot of futuristic vibes and cybernetics to create an almost cyberpunk reality. it mixes a lot of genres that players love to utilize anyways, such as horror, crime solving, cyberpunk, magic, fantasy, and in turn created a loyal fan base who helped several other products stem off from it. published in 1989 originally, shadowrun has gone through multiple editions with minor rule changes, and released the most recent fifth edition back in 2013. add to that all of the supplement works you can buy, adding new missions, campaigns, and additional material that most rpg’s have. they are not must haves, but from the looks of the artwork, the game dynamic, and the overall addition most of them provide, they will certainly by must wants. why don’t we see a brief run down of the history of shadowrun? history – released in 1989, published by fasa – 2003 a topps owned company now had publication rights, as catalyst game labs licensed the property from topps (yes the hugely popular trading card company). – there was an extremely unsuccessful collectible action figure game based on the shadowrun series (shadowrun duels) which was released by wizkids (some of the head people from fasa) – in 2012 fifth edition was announced and sales started at the origins game fair in june 2013. it became immensely popular, even being nominated for (and winning) several awards over the years. – there is also a very successful line of novels taking place within the shadowrun world, and an extremely popular card game which has also won a few awards on its own. – to date, there is over a hundred supplemental books for shadowrun, almost all including either minor rule changes, additional missions, and additional campaigns to run. every one of them is a piece of the large puzzle that is shadowrun. how to play shadowrun uses what is called a priority-based system for the character creation aspect. fourth edition tried using a point buy system (as with most popular pen and paper games) but went back to their original system with fans complaining it was becoming too cookie cutter of a game. you can still use the point buy system in fifth edition, but it is considered an advanced option in creation. the priority-based system means you choose which of the five priorities listed above is most important to you. in the chart you see below, it shows the definition of the priorities. by choosing one of the five priorities for your first choice (defined by a on the chart), you nullify the ability to choose another “a” trait, so you move onto b for the next options. this is an easy way to create a balanced and dynamic character, knowing you can utilize whatever means the most to your specific character, and in doing so create several hundred varieties of character to start off the game world with. the game focuses on a d6 based system, similar to gurps and dragon age, but instead of focusing on the class you are for benefits, it focuses on the skills you choose to progress with. there is a target number chosen based on the difficulty of the skill check or attack that you are making, and it is your job to meet or exceed said check. you do get bonuses based on your skills, your tools, and other resources you may have gained access to throughout your life. in the end, a simple roll of the dice can make or break the situations around you. you can do more than exceed too, as the roll can dictate you’ve greatly succeeded, allowing the dungeon master to add additional resources, information, or any other flavour they want into the situation (in your favour of course). certain tasks also have individual dice pools that players can draw from for assistance. by doing this though, you are removing a bonus dice from later use. this could pose a problem when you run into that one situation in every campaign designed to test how well you’ve planned the rest out. other than the basics, you just strap in for a disaster of a ride to hell and back. world the world that shadowrun has created is the combination of fantasy and robotics. they meld the ability to utilize magic, with the ability to create some of the most technological wonders in existence. this merger feels unique to a lot of the game play you will find out there, and in doing so they add the post apocalyptic style of feel to it. for its time, they absolutely nailed how technology will eventually take over in every aspect of our lives, almost forcing us to submit or be left behind for good. the world itself has different races, most of which look human, but have a few dissimilar traits, making them just different enough to say they are. it creates an amazing divide among the different races, allowing for a shift in power in any direction the person creating the story wants it to go, but not so far gone that the player characters can’t come to a consensus and work together. it leaves enough to care about, without diverting from its one true goal. assume the role of our future, and find a way to survive. design + a cyberpunk game, which was created in the freaking eighties and has survived over thirty years to still remain popular? not even just popular,it still remains relevant to our modern society. well done on the design of this world and everything in it. + stream lined character creation (for the most part) makes things simple for a new player to jump into the fray and at least be able to understand the basics. it also adds a level of tactical awareness to the character creation as each stat is just as important as another. + who doesn’t love shooting futuristic space lasers at everything coming at you from all directions. seriously though, i’d like to meet them. – hardcore gamers may find the lack of character point distribution a bit of a turn off, as they can not create quite as dynamic characters as they could with the point buy system. – there is so many damned supplements. it rivals pathfinder in its ability to try and keep the consumers pockets empty, and even though not all of them are needed, they make you feel like you really do want it. replay value + i feel i must say this every time, but honestly it is never any less true. with the right group, and the right dungeon master, all pen and paper rpg’s have an amazing amount of replay value. + the amount of supplements there are for the game add an immense amount of value to the replay aspect, as it will keep your urge to know more and play more fed for many moons into the distant future. hell, by the time you played all of the campaigns, the world would most likely actually be like shadowruns. + adding the games, card games, novels, and video games into the equation, shadowrun quickly becomes one of the most replay value assets in role playing game history. the company knew what they were doing, and didn’t just settle at creating the game, they created a brand. – limited character creation with the core books means it is difficult to create 100% unique characters most of the time. it also loses some of the replay since no one wants to play the same character every single time they start a new campaign. well, almost nobody. – the overall flavor of the game relies heavily on the dungeon master. this is with skill checks, combat, and basically everything you will do, so not having the right dungeon master could set the game up for failure almost immediately. fun factor + futuristic technology combined with the power to fry a persons brain with the flick of a wrist. seriously, this is exactly what a lot of us are constantly looking for. + the game dynamic and overall feeling of play, while being simplistic, is fun enough to captivate the player. it makes you feel like you know what you’re doing, even when sometimes you don’t. +the feeling you get when you can showcase the true talents your character possesses (such as hacking, fighting, or just being charismatic) all comes together in one poignant moment. it makes the entire process of building to that point more than real. – limited character creation options make it harder to diversify the party. you will run into things that no one is equipped to deal with, and it is not as easy as picking new skills to counteract that. – the flavor itself is amazing, but it has to be something you are really into. not everyone likes the futuristic sci-fi genre for a pen and paper role playing game. it adds a level of fun that is not as well seen in this medium. overall honestly, this game is one that me and my group found fun. it is one you should pick up, because i know you will enjoy it. it is a game that i will not regret having, no matter the play time it may actually get. i know it will get chosen often enough, that it is more than worth the price tag attached. take a chance, make a mistake, and get completely dominated in a world where you will fight for everything you need and want, while hoping you have the needed resources to continue on to the next part of the journey. only time will tell. --> moncton comic hunter on facebook charlottetown comic hunter on facebook facebook m:tg group remi (moncton) on twitter jeff (charlottetown) on twitter © 2014 the comichunter. design by luis boisvert. hosted by love and hotsauce. store section hosted by crystalcommerce.


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